import java.awt.*;
import java.awt.event.*;
import java.util.Random;

public class Tank {
	
	private class BloodBar {
		public void draw(Graphics g) { 
			Color c = g.getColor(); 
			g.setColor(Color.RED);
		g.drawRect(x, y - 10, WIDTH, 10); 
		int w = WIDTH * life / 100; 
		g.fillRect(x, y - 10, w, 10); 
		g.setColor(c);
		}
		}

	BloodBar blood=new BloodBar();
	public static final int XSPEED = 5;
	public static final int YSPEED = 5;

	public static final int WIDTH = 30;
	public static final int HEIGHT = 30;

//保留TankClient的引用，更方便地使用其中的成员变量
	TankClient tc = null;
private int life=100;

public int getLife() {
	return this.life;
}
public void setLife(int l) {
	this.life=l;
}
	private int x, y;
	private static Random r = new Random(); 
	Direction[] dirs= Direction.values();
	//将这个枚举类型转为数据组
	 int step=0;
	int rn = r.nextInt(dirs.length);
//是否按下了4个方向键
int oldX,oldY;
	private boolean live=true;
	
	public boolean isLive() {
		return live;
	}
	public void setLive(boolean l) {
		this.live=l;
	}
	
	
	public Rectangle getRect() {
		return new Rectangle(x, y, WIDTH, HEIGHT);
		}

	private boolean bL = false, bU = false, bR = false, bD = false;
	private Direction ptDir = Direction.D;

//成员变量：方向
	enum Direction {
		L, LU, U, RU, R, RD, D, LD, STOP
	};

	private Direction dir = Direction.STOP;
	private boolean good;
	public Tank(int x, int y) {
		this.x = x;
		this.y = y;
	}
	public boolean isGood() {
		return this.good;
	}

	public Tank(int x, int y, boolean good) {
	this.x = x;
	this.y = y;
	this.good = good;
	}
	public Tank(int x, int y, boolean good, TankClient tc) { 
		this.x = x;
		this.y = y;
		this.good = good;
	this.tc = tc;
	}
	public boolean eat(Blood b) {
		if(this.live && b.isLive() &&
		this.getRect().intersects(b.getRect())) { 
			this.life = 100; 
			b.setLive(false);
		return true;
		}
		return false;
		}

	public void draw(Graphics g) {
		if(good) {
			blood.draw(g);
			}

		if(!live) return;
		Color c = g.getColor();
		//以不同的颜色来显示不同的坦克
		if(good) {
		g.setColor(Color.RED);
		}
		else {
		g.setColor(Color.BLUE);
		}

		
		g.fillOval(x, y, WIDTH, HEIGHT);
		g.setColor(c);
		
		if(!good) {
			//Direction.values()将这个枚举类型转为数组Direction[] dirs = Direction.values(); if(step == 0) {
			Direction[] dirs = Direction.values(); if(step == 0) {
				step = r.nextInt(12) + 3;
				int rn = r.nextInt(dirs.length); 
				dir = dirs[rn];
				}
				step--;

				if(r.nextInt(40) > 38) 
					this.fire();
			
		}
		this.oldX = x;
		this.oldY = y;

		move();
		switch(ptDir) {
		case L:
		g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x, y + Tank.HEIGHT / 2);
		break; case LU:
		g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT /
		2, x, y);
		break;
		case U:
		g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH /2, y);
		break; case RU:
		g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH, y);
		break; case R:
		g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH, y + Tank.HEIGHT / 2);
		break; case RD:
		g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH, y + Tank.HEIGHT);
		break; case D:
		g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x + Tank.WIDTH /2, y + Tank.HEIGHT);
		break; case LD:
		g.drawLine(x + Tank.WIDTH /2 , y + Tank.HEIGHT / 2, x, y + Tank.HEIGHT);
		break; case STOP:
		break;
		}



	}
	
	void move() {
		
		switch (dir) {
		case L:
			x -= XSPEED;
			break;
		case LU:
			x -= XSPEED;
			y -= YSPEED;
			break;
		case U:
			y -= YSPEED;
			break;
		case RU:
			x += XSPEED;

			y -= YSPEED;
			break;
		case R:
			x += XSPEED;
			break;
		case RD:
			x += XSPEED;
			y += YSPEED;
			break;
		case D:
			y += YSPEED;
			break;
		case LD:
			x -= XSPEED;
			y += YSPEED;
			break;
		case STOP:
			break;
		}
		if(this.dir!=Direction.STOP) {
			this.ptDir = this.dir;
		}

	    // 检查是否超出边界
	    if (x < 0) {
	        // 超出左边界，恢复到移动前的位置
	        x = oldX;
	    }
	    if (x > TankClient.GAME_WIDTH - Tank.WIDTH) {
	        // 超出右边界，恢复到移动前的位置
	        x = oldX;
	    }
	    if (y <Tank.WIDTH) {
	        // 超出上边界，恢复到移动前的位置
	        y =oldY ;
	    }
	    if (y > TankClient.GAME_HEIGHT - Tank.HEIGHT) {
	        // 超出下边界，恢复到移动前的位置
	        y = oldY;
	    }
	}
	private void stay() { 
		x = oldX;
	y = oldY;
	}
    
	
	public boolean collidesWithWall(Wall w) {
		if(this.getRect().intersects(w.getRect()) &&
		this.live) {
		this.stay(); 
		return true;
		}
		return false;
		}

	public void KyePressed(KeyEvent e) {
		int key = e.getKeyCode();
		switch (key) {
//按下Ctrl时作出的动作
		case KeyEvent.VK_CONTROL:
			//tc.m = fire();
			break;
		case KeyEvent.VK_LEFT:
			bL = true;
			break;
		case KeyEvent.VK_UP:
			bU = true;
			break;
		case KeyEvent.VK_RIGHT:
			bR = true;
			break;
		case KeyEvent.VK_DOWN:
			bD = true;
			break;
		}
		locateDirection();
	}

	public void kyeReleased(KeyEvent e) {
		int key = e.getKeyCode();
		switch (key) {
		//按下Ctrl时作出动作
		//只有当键被抬起来时，这枚炮弹才被发出去
		//避免了一直按下Ctrl而使得子弹过多的问题
		case KeyEvent.VK_A: 
			superFire(); 
		break;
		case KeyEvent.VK_CONTROL: 
			fire();
		break;

		case KeyEvent.VK_LEFT:
			bL = false;
			break;
		case KeyEvent.VK_UP:
			bU = false;
			break;
		case KeyEvent.VK_RIGHT:
			bR = false;
			break;
		case KeyEvent.VK_DOWN:
			bD = false;
			break;
		}
		locateDirection();
	}

	void locateDirection() {
		if (bL && !bU && !bR && !bD)
			dir = Direction.L;
		else if (bL && bU && !bR && !bD)
			dir = Direction.LU;
		else if (!bL && bU && !bR && !bD)
			dir = Direction.U;
		else if (!bL && bU && bR && !bD)
			dir = Direction.RU;
		else if (!bL && !bU && bR && !bD)
			dir = Direction.R;
		else if (!bL && !bU && bR && bD)
			dir = Direction.RD;
		else if (!bL && !bU && !bR && bD)
			dir = Direction.D;
		else if (bL && !bU && !bR && bD)
			dir = Direction.LD;
		else if (!bL && !bU && !bR && !bD)
			dir = Direction.STOP;
	}
	public boolean collidesWithTanks(java.util.List<Tank> tanks) {
		for(int i = 0; i < tanks.size(); i++) { 
			Tank t = tanks.get(i);
		if(this != t) {
		if(this.live && t.isLive() &&
		this.getRect().intersects(t.getRect())) { 
			t.stay();
		this.stay();
		
		
		return true;
		}
		}
		}
		return false;
		}
	public Missile fire(Direction dir) {
		if(!live) return null;
		//保证子弹从Tank的中间出现
		int x = this.x + Tank.WIDTH / 2 - Missile.WIDTH / 2;
		int y = this.y + Tank.HEIGHT /2 - Missile.WIDTH / 2;
		//将Tank现在的位置和方向传递给子弹
		//并且现在子弹的初始化不再是由坦克决定，而是由炮筒决定
		Missile m = new Missile(x, y,  dir, this.tc,this.good); 
		tc.missiles.add(m);
		return m;
		}
	private void superFire() {
		Direction[] dirs = Direction.values();
		for(int i = 0; i < 8; i++) { fire(dirs[i]);
		}
		}

	public Missile fire() {
//保证子弹从Tank的中间出现
		int x = this.x + Tank.WIDTH / 2 - Missile.WIDTH / 2;
		int y = this.y + Tank.HEIGHT / 2 - Missile.WIDTH / 2;
//将Tank现在的位置和方向传递给子弹
		Missile m = new Missile(x, y, ptDir,this.tc,this.good); 
		tc.missiles.add(m);
		return m;
	}
	public int getX() {
		// TODO Auto-generated method stub
		return this.x;
	}
	public int getY() {
		// TODO Auto-generated method stub
		return this.y;
	}
	
	
}
